Boardgames

Hegemony: Lead Your Class to Victory

An asymmetric politico-economic struggle where four social groups compete through policy, planning, and political maneuvering.

180
minutes

2 - 4
player(s)

Heavy

Hegemony: Lead Your Class to Victory board game cover

About this board game

Hegemony: Lead Your Class to Victory is an asymmetric politico-economic card-driven board game for 2–4 players, with a play time of 180 minutes. Each player takes the role of a socio-economic group in a fictional state: the Working Class, Middle Class, Capitalist Class, or State.

The Working Class controls workers, while the Capitalist Class controls companies. The Middle Class combines both perspectives: its workers can work in capitalist companies, and it can build smaller companies of its own. The State must try to keep everyone satisfied with benefits and subsidies while maintaining income through taxation and avoiding debt.

Every class has its own goals, but all players are affected by shared policies covering areas such as Taxation, the Labor Market, and Foreign Trade. Voting on these policies and using influence to change them are central to the struggle. Careful planning, strategic actions, and political maneuvering can help you strengthen your class and advance its agenda.

  • Play as the Working Class, Middle Class, Capitalist Class, or State.
  • Compete through asymmetric objectives and distinct economic roles.
  • Shape shared policies through voting and political influence.
  • Explore applications of Social-Democracy, Neoliberalism, Nationalism, and Globalism.

The nation begins in disarray: welfare systems are being dismantled, profits are under pressure, the Middle Class is fading, and the State faces a deep deficit. In Hegemony, your choices help determine how society responds to these tensions and which vision ultimately prevails.

Based on academic principles and designed to show their real-world applications through engaging gameplay, Hegemony offers multiple paths toward hegemony. Choose your class, pursue your agenda, and decide how far you will go to lead it to victory.

Board Game Rules for
Hegemony: Lead Your Class to Victory

Download official rules (EN)

Hegemony: Lead Your Class to Victory

The Nation is in disarray and a war is waging between the classes. The working class faces a dismantled welfare system, the capitalists are losing their hard-earned profits, the middle class is gradually fading and the state is sinking into a deep deficit.

Amidst all this chaos, the only person who can provide guidance is… you. Hegemony is an asymmetric, 2-4 player card-driven board game in which players take the role of a specific group: The Working class, the Middle class, the Capitalist class, or the State itself. Each player plays differently and pursues their own agenda:

  • Capitalist Class: Runs Companies. Workers come to work in these Companies and produce goods and services which the Capitalist sells for profit. Goal: maximize profit.
  • Middle Class: Has Workers who work in various Companies gaining income, but also runs its own smaller Companies. Goal: find the perfect balance between producing, selling, and consuming to cover Workers’ needs and increase prosperity.
  • Working Class: Has Workers who work in exchange for money used to cover basic needs: food, health, education, and entertainment. Goal: cover these needs to increase Workers’ prosperity.
  • The State: Tries to increase its legitimacy, working hard to keep all classes satisfied and in balance while dealing with societal issues.
Game Components Overview
Game Components Overview

Components List

  • 1 Game Board
  • 4 Player Boards
  • 4 Player Aids & 1 General Aid
  • 270 Regular Cards:
    • 160 Action Cards (40 Working Class, 40 Middle Class, 40 Capitalist Class, 40 State)
    • 59 Company Cards (28 Capitalist Class, 17 Middle Class, 12 Public, 2 Cooperative Farms)
    • 16 Export Cards
    • 10 Political Agendas
    • 25 Event Cards
  • 55 Small Cards: 25 Immigration Cards, 20 Business Deal Cards, 10 Loans
  • 1 Cloth Bag
  • 219 Tokens & Markers:
    • Resource Tokens: 24 Food (10×1, 9×3, 5×5), 24 Luxury, 24 Health, 24 Education
    • 30 Influence Tokens
    • 82 Coin Tokens (values 1, 5, 10, 20, 50, 100)
    • 18 Legitimacy Tokens
    • 6 Machinery Tokens
    • 7 Strike Tokens
    • 1 Demonstration Token
    • 1 Free Trade Zone Tile & 6 Storage Tiles
    • 2 Welfare Tiles
    • 75 Voting Cubes in 3 colors
    • Worker Meeples: 48 Working Class, 42 Middle Class
    • Markers: 4 Scoring Markers, 12 Bill Markers, 2 Prosperity Markers, 1 Wealth Marker, 3 Legitimacy Markers, 1 Round Marker, 1 Tax Multiplier Marker, 7 Policy Markers, 42 Black Markers
Symbols Guide
Symbols Guide

Symbols Guide

  • Player Roles: Working Class, Middle Class, Capitalist Class, The State
  • Legitimacy: Legitimacy markers/scores for Working, Middle, and Capitalist classes
  • Resources: Food, Luxury, Health, Education, Influence
  • Types of Workers: Middle Class Worker (Unskilled, Skilled, Any Skilled), Working Class Worker (Unskilled, Skilled, Any Skilled), Any Class Worker
  • Other Symbols: Population (Working/Middle), Prosperity (Working/Middle), Company (Public, Capitalist, Middle-class), Machinery, Victory Point, Maximum Allowable Wage, Tax Multiplier
Card Anatomy - Companies and Action Cards
Card Anatomy – Companies and Action Cards

Companies & Action Cards Anatomy

Company Cards

Represent Companies built to produce goods and services. Each indicates required Workers, produced resources, and Wages paid.

  • Industries: Green (Agricultural), Blue (Luxury), Red (Healthcare), Orange (Education), Purple (Media).
  • Capitalist & Public Companies: Feature Company Name, Cost, Starting Company indicators (by player count), Required Workers (color indicates required skill), Goods/Services produced, Machinery Production Bonus icon, and Level 1–3 Wages.
  • Middle-Class Companies: Come in two types: run solely by Middle-Class workers, or with a Working-Class employee slot (with employee bonus and wage indicator).
  • Cooperative Farm: Special company built only by Working Class via action cards. Requires 3 unskilled workers, produces 2 Food. Private company not placed on the board.
  • Automated Companies: Always operational without workers or wages.

Action Cards

  • Played for their effect as a Main Action or discarded for a Basic Action.
  • Elements include Title, Illustration, Requirement (e.g. active policy), Effect, Role Indicator, and Legitimacy Change (in 4-player games).
Additional Components Anatomy
Additional Components Anatomy

Other Decks & Tiles Anatomy

  • Export Cards: Display 8 available foreign transactions. A new card is revealed each round.
  • Political Agenda Cards: Drawn by the State in 4-player games; award end-of-round VP based on matching policies.
  • Immigration Cards: Reveal skilled/unskilled immigrants entering each round.
  • Event Cards: 4-player events that require State intervention, offering choices, rewards, or penalties if ignored.
  • Business Deal Cards: Allow Capitalists to buy bulk Food/Luxury from foreign markets.
  • Storages: Increase storage capacity on player boards. The Capitalist begins with a special Free Trade Zone tile (exempt from tariffs, but goods can only be exported).
Main Game Board Layout
Main Game Board Layout

Main Board Anatomy

  • Politics Table: Tracks Policies 1–7 across sections A, B, and C (Socialism/Nationalism to Neoliberalism/Globalism).
  • Tax Multiplier: Tracks multiplier used for Capitalist and Middle Class taxation.
  • Vote Results: Spaces to organize votes (In Favor vs. Against).
  • Events & State Benefits: Areas for active Event cards and State-provided aids (4-player).
  • Public Services: Displays State-produced Health, Education, and Influence.
  • Public & Private Sectors: Columns for Public Companies and player-built Private Companies.
  • State Treasury: Holds State funds.
  • Import, Export, & Business Deals: Foreign trade zones and markets.
  • Unemployed Workers & Immigration: Pool for unemployed meeples and immigration deck.
Player Boards Anatomy
Player Boards Anatomy

Player Boards Anatomy

  • Working-class Board: Population Track, Prosperity Track, Trade Unions spaces, Income, Goods & Services area.
  • Middle-class Board: Population Track, Prosperity Track, Storage Areas (with price markers), Income, Goods & Services area.
  • Capitalist-class Board: Revenue area, Capital area, Wealth Scoring Table, Storage Areas (with price markers).
  • The State Board: Legitimacy Tracks (for Working, Middle, and Capitalist classes), Personal Influence Storage, Food & Luxury Storage.

Game Setup Overview

Player Roles by count: 2 players (Capitalist & Working-class), 3 players (Capitalist, Working-class, Middle-class), 4 players (all roles).

Complete Game Setup Diagram
Complete Game Setup Diagram

Main Board Setup

  1. Place board in table center.
  2. Place 4 starting Capitalist Companies (Farm, Factory, University, Hospital) on the Private Sector with markers on L2 Wages.
  3. Setup Public Sector: place 3 starting Public Companies corresponding to player count (column 1, L2 Wage); place remaining Public Companies face-down in columns 2 and 3.
  4. (3-4 players) Place Small Farm and Clinic in Middle-class Private Sector with L2 Wage markers.
  5. Shuffle and place Business Deals deck (reveal 1 card), Export deck (reveal 1 card, place marker on middle Import space), and Immigration deck.
  6. Set Policy markers on Politics table: 1B, 2B, 3B, 4B, 5B, 6B, 7B.
  7. Place State Treasury funds: 120 coins (2 players) or 140 coins (3-4 players).
  8. Stock Public Services: 2 players: 5 Health, 5 Education, 3 Influence; 3-4 players: 6 Health, 6 Education, 4 Influence.
  9. Set Round marker on round 1; Tax Multiplier marker on 5.
  10. Set scoring markers on space 0.
  11. Place 6 Voting cubes of each of the 3 colors into the cloth bag (even in 2-player games). Place remaining cubes in 3 separate piles.
  12. Stock tokens: Resources, Coins, Machinery, Loans, Storages, Strikes, Demonstrations, Legitimacy, and Markers.
  13. Place Workers grouped by color and type near the board.

Player Role Setups

Working Class Setup

  • Place Player Board; set Population marker at 10 and Prosperity at 0.
  • Gain 30 coins, 1 Influence, and 3 red Bill markers.
  • Shuffle Action deck and draw 8 cards. Set 2 Cooperative Farm cards aside.
  • Place starting Workers on Companies (standing): 2-player: Farm (green+gray), Factory (blue+gray), Public Hospital (white+gray), Public University (yellow+gray); 3/4-player: Farm (green+gray), University (yellow+gray), Public Hospital (white+2 gray).
  • Place 1 unskilled Worker (gray) plus workers from drawn Immigration cards (1 card in 2-player, 2 cards in 3/4-player) into Unemployed Workers area, then adjust Population accordingly.

Capitalist Class Setup

  • Place Player Board; place 120 coins in Revenue; place Wealth marker at start.
  • Gain 1 Food, 2 Luxury, 2 Education, 1 Influence. Set prices: Food at 11, others at 8.
  • Take Free Trade Zone tile and 3 blue Bill markers.
  • Shuffle Action deck and draw 8 cards. Shuffle Company deck and reveal 4 face-up as Market.

Middle Class Setup (3-4 players)

  • Place Player Board; set Population marker at 10 and Prosperity at 0.
  • Gain 40 coins, 1 Influence, and 3 yellow Bill markers.
  • Gain 1 Food, 1 Luxury, 1 Health. Set prices: Food at 11, others at 8.
  • Shuffle Action deck and draw 8 cards. Reveal 3 Companies as Market.
  • Place starting Workers: Public University (yellow+2 gray), Factory (blue+gray), Small Farm (green), Clinic (white).
  • Place 1 chosen skilled Worker plus workers from 2 drawn Immigration cards into Unemployed area; adjust Population.

State Setup (4 players)

  • Place Player Board; set Legitimacy markers on space 2 for all 3 classes.
  • Gain 1 Influence and 3 gray Bill markers.
  • Shuffle Action deck and draw 8 cards.
  • Shuffle Event cards; place 2 face-up on board. Reveal 1 Political Agenda card.
  • Place Health Welfare Tile (4.B side up) in Public Services; place Education Welfare Tile nearby.

Round Structure

The game lasts 5 Rounds. Each round contains 5 phases:

  1. Preparation Phase (skipped in Round 1)
  2. Action Phase
  3. Production Phase
  4. Elections Phase
  5. Scoring Phase

Endgame scoring occurs after Round 5. Most Victory Points (VP) wins.

1. Preparation Phase

Advance the Round marker. Players perform role-specific setup steps in order according to the General Player Aid.

2. Action Phase

Turn order: 1. Working-class → 2. Middle-class → 3. Capitalist-class → 4. State. Each player takes 6 turns (playing 6 cards, leaving 2 in hand for next round). On each turn, a player performs:

  • Main Action: Play a card for its effect (if policy requirements are met), OR discard a card to perform a Basic Action.
  • Free Action: Perform up to 1 Free Action before or after the Main Action.
  • Legitimacy Changes (4-player): Applying card effects modifies State Legitimacy if indicated on the card.

3. Production Phase

Player order is reversed: State → Capitalist → Middle-class → Working-class. Steps:

  1. Produce Goods and Services: Pay listed Wages to workers, then gain produced goods/services into storages.
  2. Cover Needs: Middle-class and Working-class must consume Food equal to Population (purchasing missing Food).
  3. Pay Taxes: Pay taxes to the State Treasury based on Policy #3.

4. Elections Phase

Skipped if no Bills were proposed. Steps:

  1. Refill Bag: Working-class adds cubes equal to Population; Capitalist adds cubes equal to Operational Companies; Middle-class adds cubes equal to the higher of Population or Operational Companies (in 2-player, always add 5 Middle-class cubes). The State gains Personal Influence based on lowest Legitimacy.
  2. Carry Out Elections: Resolve proposed Bills in order (Policy 1 to 7). Players state In Favor or Against. Draw 5 cubes from bag (each = 1 vote). Players secretly commit Personal Influence as additional votes. If In Favor ≥ Against, the Bill passes (proposer gains 3 VP; supporting voters gain 1 VP). Winners’ cubes and all spent influence are discarded; losing cubes return to the bag.

5. Scoring Phase

Players score round VP according to their class rules, and the State applies penalties for unaddressed Events.

Game End & Final Scoring

At the end of round 5, players may pay off Loans (cost 55 coins each; each unpaid 5 coins loses 1 VP). Final points are added based on Politics and player board states. Ties are broken by matching policies, State victory, or voting cubes.


Politics Table Policies Breakdown
Politics Table Policies Breakdown

Politics Table Details

  • Policy 1: Fiscal Policy: Controls Public Sector size and IMF loan threshold. Section A: 9 Public Companies (IMF triggers on 2nd loan). Section B: 6 Public Companies (IMF triggers on 2nd loan). Section C: 3 Public Companies (IMF triggers on 1st loan).
  • Policy 2: Labor Market: Sets minimum wage. Section A: Level 3 only. Section B: Level 2 or 3. Section C: Levels 1, 2, or 3 allowed.
  • Policy 3: Taxation: Sets base Tax Multiplier and corporate tax rates. Section A: Base 3 (welfare modifiers doubled). Section B: Base 2 (welfare modifiers standard). Section C: Base 1 (welfare modifiers ignored).
  • Policy 4: Healthcare & Benefits: Section A: Free health (+2 multiplier). Section B: 5 coins (+1 multiplier). Section C: 10 coins (+0 multiplier).
  • Policy 5: Education: Section A: Free education (+2 multiplier). Section B: 5 coins (+1 multiplier). Section C: 10 coins (+0 multiplier).
  • Policy 6: Foreign Trade: Section A: Food tariff 10, Luxury tariff 6, 0 Business Deals. Section B: Food tariff 5, Luxury tariff 3, 1 Business Deal. Section C: No tariffs, 2 Business Deals.
  • Policy 7: Immigration: Section A: 0 bonus immigrants. Section B: 1 bonus immigrant card. Section C: 2 bonus immigrant cards.
Election Procedure Diagram
Election Procedure Diagram

Election Procedure & Resolution

  1. Declare Positions: Proposer is In Favor by default. Other players state In Favor or Against in turn order.
  2. Draw Cubes: Draw 5 Voting Cubes from the cloth bag. Place on In Favor or Against according to player alignment.
  3. Spend Influence: Players secretly place Influence in closed fist, then simultaneously reveal. Each Influence = 1 vote.
  4. Resolve: In Favor ≥ Against passes the bill. Ties go to the proposer. Proposer scores 3 VP; supporters who contributed at least 1 vote/influence score 1 VP. Winning cubes and all spent influence are discarded; losing cubes return to the bag.

Preparation Phase

  1. Pay 5 coins interest per Loan.
  2. Stand all committed Workers.
  3. Drop Prosperity by 1 space (never below 0; no VP lost).
  4. Draw 6 Action cards (to hand of 8).
  5. Add 2 unskilled Workers to Unemployed area, plus workers from Immigration Policy #7 (0 if A, 1 card if B, 2 cards if C), then advance Population track.

Actions

Basic Actions

  • Propose Bill: Place Bill marker on an adjacent policy section without existing markers. Optionally spend 1 Influence to trigger an Immediate Vote. Maximum 3 proposed bills per round.
  • Assign Workers: Place up to 3 workers onto vacant company slots (must fill all company slots to make it operational). Workers become committed (laid sideways).
  • Assign to Trade Unions: Place a worker on a Trade Union space if you have at least 4 other workers in companies of that industry. Provides 1 Influence and 2 VP each round.
  • Buy Goods & Services: Buy one resource type from up to 2 sources, up to your Population quantity per source.
  • Strike: Place a Strike token on up to 2 companies with your workers (excluding committed workers, Level 3 wage companies, or unplayed State public companies). Halts production if wages are not increased to Level 3.
  • Demonstration: If unemployed workers exceed available job slots by 2+, place Demonstration token. If unresolved by Production phase, other players lose VP equal to your unemployed workers plus Trade Unions.
  • Apply Political Pressure: Add 3 Voting Cubes to the bag.
  • Receive Benefits (4-player): Collect resources/money from State Benefits area (awards State 2 VP).

Free Actions

  • Use Healthcare: Spend Health equal to Population → +1 Prosperity, +2 bonus VP, add 1 unskilled Worker to Unemployed.
  • Use Education: Spend Education equal to Population → +1 Prosperity, upgrade 1 worker to skilled.
  • Use Luxury: Spend Luxury equal to Population → +1 Prosperity.
  • Swap Workers: Swap an employed skilled worker in an unskilled slot with an unemployed worker.
  • Pay Off Loan: Spend 50 coins to discard a Loan.

Production, Taxes & Scoring

  • Produce: Gain wages from employers; Cooperative Farms produce 2 Food each; gain 1 Influence per Trade Union.
  • Cover Needs: Spend Food equal to Population.
  • Pay Taxes: Pay Income Tax per Population based on Labor Policy #2 and Taxation Policy #3:
    • Labor 2A: Tax 3A = $7, 3B = $6, 3C = $5
    • Labor 2B: Tax 3A = $4, 3B = $4, 3C = $4
    • Labor 2C: Tax 3A = $1, 3B = $2, 3C = $3
  • Scoring Phase: Gain 2 VP per Trade Union.
  • Game End VP: Socialist Policies (1-5 in Section A): 1=1VP, 2=4VP, 3=8VP, 4=12VP, 5=18VP. Plus 1 VP per 10 coins.

Revenue & Capital Management

Revenue & Capital: New money and operational expenses are handled in Revenue. Properly taxed savings go to Capital. Paying costs draws from Revenue first, then Capital.

Preparation Phase

  1. Pay 5 coins interest per Loan from Capital.
  2. Draw 6 Action cards (to hand of 8).
  3. Discard any Market companies and redraw up to 4.
  4. Draw Business Deals (0 if Policy 6A, 1 if 6B, 2 if 6C) and 1 new Export card.

Actions

Basic Actions

  • Propose Bill: Propose an adjacent policy change; optional Immediate Vote for 1 Influence.
  • Build Company: Pay cost from Revenue to build a company in Private Sector. Set Wage (respecting Policy #2). If available, fill all slots with unemployed workers from one class (committed). Maximum 12 companies.
  • Sell Company: Discard company without committed workers, return workers to Unemployed, regain cost into Revenue.
  • Sell to Foreign Market: Execute transactions on active Export card using stored goods/services.
  • Make Business Deal: Purchase bulk goods. Store in regular storage (must pay tariffs to State) or Free Trade Zone (no tariffs, export only).
  • Lobby: Spend 30 coins from Capital to gain 3 Influence.
  • Apply Political Pressure: Add 3 Voting Cubes to the bag.
  • Receive Benefits (4-player): Take benefits from State Benefits area (State gains 2 VP).

Free Actions

  • Adjust Prices: Adjust selling price markers for goods/services.
  • Adjust Wages: Adjust wage levels on companies (respecting minimum wage).
  • Give Bonus: Pay 5 coins to commit workers in one operational company.
  • Buy Storage: Pay 20 coins to attach a Storage tile to a resource track.
  • Pay Off Loan: Spend 50 coins from Capital to discard a Loan.
  • Machinery Tokens: Can be attached to eligible companies to boost production without extra wages.

Production, Taxes & Scoring

  • Produce: Pay wages, store goods (storage limit: Food 6, others 12; excess to Free Trade Zone if applicable).
  • Cover Needs: Receive income from players purchasing Food.
  • Pay Taxes:
    • Employment Tax: Operational Companies × Tax Multiplier.
    • Corporate Tax: Based on Revenue and Taxation Policy #3:
      • $5–9: 3A=$1, 3B=$2, 3C=$2
      • $10–24: 3A=$5, 3B=$5, 3C=$4
      • $25–49: 3A=$12, 3B=$10, 3C=$7
      • $50–99: 3A=$24, 3B=$15, 3C=$10
      • $100–199: 3A=$40, 3B=$30, 3C=$20
      • $200–299: 3A=$100, 3B=$70, 3C=$40
      • $300+: 3A=$160, 3B=$120, 3C=$60
  • Scoring Phase: Transfer Revenue to Capital. Score VP based on total Capital on Wealth table, plus 2 VP per space the Wealth marker advances rightward.
  • Game End VP: Neoliberal Policies (1-5 in Section C): 1=1VP, 2=4VP, 3=8VP, 4=12VP, 5=18VP. Plus 1 VP per 2 Food / 3 Luxury / 3 Health / 3 Education in storage.

Preparation Phase

  1. Pay 5 coins interest per Loan.
  2. Stand all committed Workers.
  3. Drop Prosperity by 2 spaces.
  4. Draw 6 Action cards (to hand of 8).
  5. Refresh Market companies up to 3.
  6. Add 1 skilled Worker to Unemployed, plus workers from Immigration Policy #7 (0 if A, 1 card if B, 2 cards if C), then advance Population track.

Actions

Basic Actions

  • Propose Bill: Place Bill marker on adjacent policy section; optional Immediate Vote for 1 Influence.
  • Assign Workers: Assign up to 3 workers to available companies.
  • Build Company: Build company requiring 1 or 2 Middle-class workers (and optional Working-class employee). Set wage and assign available employee if desired. Maximum 8 companies.
  • Sell Company: Discard company without committed workers; workers become unemployed; gain cost in coins.
  • Sell to Foreign Market: Fulfill transactions on Export card from storages; score 1 VP per transaction.
  • Buy Goods & Services: Buy one resource type from up to 2 sources (including buying from own storage without paying coins). Limit = Population per source.
  • Extra Shift: Commit workers in one company to produce immediately (paying employee wage if applicable).
  • Apply Political Pressure: Add 3 Voting Cubes to the bag.
  • Receive Benefits (4-player): Collect State Benefits (State gains 2 VP).

Free Actions

  • Use Healthcare: Spend Health equal to Population → +1 Prosperity, +2 bonus VP, add 1 unskilled Worker to Unemployed.
  • Use Education: Spend Education equal to Population → +1 Prosperity, upgrade 1 worker to skilled.
  • Use Luxury: Spend Luxury equal to Population → +1 Prosperity.
  • Adjust Prices & Adjust Wages: Adjust selling prices and wages.
  • Swap Workers: Reorganize employed skilled workers in unskilled slots.
  • Pay Off Loan: Spend 50 coins to discard a Loan.

Production, Taxes & Scoring

  • Produce: Collect wages for workers in other companies; own companies produce (pay wages to Working-class employees). Storage limit is 8 per resource.
  • Cover Needs: Consume Food equal to Population (using own storage first).
  • Pay Taxes:
    • Income Tax: Number of external companies with workers × Income Tax rate (per Policy 2 & 3 table).
    • Employment Tax: Operational Companies × Tax Multiplier.
  • Scoring Phase: If Prosperity is lower than fully operational companies (companies with 2 workers), gain 1 Prosperity for free.
  • Game End VP: Section B Policies (1-5 in Section B): 1=1VP, 2=4VP, 3=8VP, 4=12VP, 5=18VP. Plus 1 VP per 2 Food / 3 Luxury / 3 Health / 3 Education in storage; plus 1 VP per 15 coins.

Preparation Phase

  1. Pay 5 coins interest per Loan from Treasury.
  2. Reveal 2 new Event cards.
  3. Reveal 1 new Political Agenda card.
  4. Draw 6 Action cards (to hand of 8).

Welfare Services & Legitimacy

  • If Welfare Policy 4/5 is at B (cost 5 coins), State gains 1 VP each time Health/Education is sold.
  • If Welfare Policy 4/5 is at A (free), State gains 1 Legitimacy in buyer’s class per 3 resources provided.
  • Whenever a player uses Receive Benefits, State gains 2 VP.

Actions

Basic Actions

  • Propose Bill: Propose adjacent policy; optional Immediate Vote for 1 Influence.
  • Event Action: Resolve an active Event by choosing an option. Provide resources/money to State Benefits areas (buying required resources if needed) or spend resources. Gain event rewards.
  • Sell to Foreign Market: Sell stored goods to Foreign Market.
  • Meet with a Party’s MPs: Transfer 2 Personal Influence to a player → advance that player’s Legitimacy by 1.
  • Extra Tax: Collect 10 coins from each player; suffer -1 Legitimacy in the two classes with lowest Legitimacy.
  • Campaign: Convert up to 3 Media Influence from Public Services into Personal Influence.

Free Actions

  • Adjust Wages: Adjust wages in Public Companies.
  • Pay Off Loan: Spend 50 coins from Treasury to discard a Loan.

Elections, Scoring & Game End

  • Refill Bag: Gain Personal Influence equal to the value shown above the lowest Legitimacy track.
  • Carry Out Elections: Spend Personal Influence as votes. Must declare preference in all elections if holding influence.
  • Scoring Phase: Apply penalties for unaddressed Events. Gain VP equal to sum of the two lowest Legitimacy values, then reduce all 3 Legitimacy tracks to half (rounded up), then add +1 per permanent Legitimacy token. Score 1 VP per matching policy on Political Agenda card.
  • Game End VP: 1 VP per 3 Food / 4 Luxury / 4 Health / 4 Education in storage. 1 VP per 30 coins in Treasury.

Loans

  • Taken only when forced to pay mandatory costs without sufficient funds.
  • Gain 50 coins per Loan card. Pay 5 coins interest during each Preparation phase.
  • Repaid via Free Action for 50 coins, or at game end for 55 coins (unpaid deficit costs 1 VP per 5 coins).
  • In 2-3 player games, the State takes loans if Treasury is empty.

IMF Intervention

Occurs immediately when the State exceeds permitted loans:

  1. All proposed Bills are discarded (players gain 1 Influence per discarded bill).
  2. Policies change to IMF austerity settings: Fiscal Policy to C (excess Public Companies closed and sold for 20 each), Labor Market to C (wages drop to L1), Taxation to A, Healthcare to B, Education to C, Foreign Trade to B.
  3. State uses all available Treasury funds to pay off as many loans as possible, discarding remainder.
  4. State Legitimacy markers are halved (rounded up).
Politics Board Before and After IMF Intervention
Politics Board Before and After IMF Intervention

Component Limitations

  • Limited by physical supply of voting cubes, influence tokens, and worker meeples.
  • If skilled workers of an industry are depleted, unskilled workers cannot be trained in that industry. If unskilled immigrants are depleted, gain skilled workers instead.

Card-Related FAQ

  • Proposing 2 Bills simultaneously: Each bill is separate. Spending Influence for an Immediate Vote costs 1 Influence per bill.
  • Half-Price Health/Education: Half-price applies to total sum (rounded up). The State still earns 1 VP if original base price was 5.
  • Cooperative Farms: Workers committed in round built; can be reassigned in subsequent rounds. Workers count toward the 4 workers required for an Agricultural Trade Union.
  • Company on Strike: Can be sold as long as workers are not committed.
  • Revenue vs. Capital for Events: Capitalist receives or pays event money through Revenue unless specified.
  • Privatization Card: If a public company is sold, the available public companies for the rest of the game are permanently reduced by 1.
  • Voting Cubes from Events: Added directly into the voting bag, not placed in State Benefits.

Introduction & Overview

Hegemony: Lead Your Class to Victory

The Nation is in disarray and a war is waging between the classes. The working class faces a dismantled welfare system, the capitalists are losing their hard-earned profits, the middle class is gradually fading and the state is sinking into a deep deficit.

Amidst all this chaos, the only person who can provide guidance is… you. Hegemony is an asymmetric, 2-4 player card-driven board game in which players take the role of a specific group: The Working class, the Middle class, the Capitalist class, or the State itself. Each player plays differently and pursues their own agenda:

  • Capitalist Class: Runs Companies. Workers come to work in these Companies and produce goods and services which the Capitalist sells for profit. Goal: maximize profit.
  • Middle Class: Has Workers who work in various Companies gaining income, but also runs its own smaller Companies. Goal: find the perfect balance between producing, selling, and consuming to cover Workers’ needs and increase prosperity.
  • Working Class: Has Workers who work in exchange for money used to cover basic needs: food, health, education, and entertainment. Goal: cover these needs to increase Workers’ prosperity.
  • The State: Tries to increase its legitimacy, working hard to keep all classes satisfied and in balance while dealing with societal issues.
Game Components Overview
Game Components Overview

Components & Component Anatomy

Components List

  • 1 Game Board
  • 4 Player Boards
  • 4 Player Aids & 1 General Aid
  • 270 Regular Cards:
    • 160 Action Cards (40 Working Class, 40 Middle Class, 40 Capitalist Class, 40 State)
    • 59 Company Cards (28 Capitalist Class, 17 Middle Class, 12 Public, 2 Cooperative Farms)
    • 16 Export Cards
    • 10 Political Agendas
    • 25 Event Cards
  • 55 Small Cards: 25 Immigration Cards, 20 Business Deal Cards, 10 Loans
  • 1 Cloth Bag
  • 219 Tokens & Markers:
    • Resource Tokens: 24 Food (10×1, 9×3, 5×5), 24 Luxury, 24 Health, 24 Education
    • 30 Influence Tokens
    • 82 Coin Tokens (values 1, 5, 10, 20, 50, 100)
    • 18 Legitimacy Tokens
    • 6 Machinery Tokens
    • 7 Strike Tokens
    • 1 Demonstration Token
    • 1 Free Trade Zone Tile & 6 Storage Tiles
    • 2 Welfare Tiles
    • 75 Voting Cubes in 3 colors
    • Worker Meeples: 48 Working Class, 42 Middle Class
    • Markers: 4 Scoring Markers, 12 Bill Markers, 2 Prosperity Markers, 1 Wealth Marker, 3 Legitimacy Markers, 1 Round Marker, 1 Tax Multiplier Marker, 7 Policy Markers, 42 Black Markers
Symbols Guide
Symbols Guide

Symbols Guide

  • Player Roles: Working Class, Middle Class, Capitalist Class, The State
  • Legitimacy: Legitimacy markers/scores for Working, Middle, and Capitalist classes
  • Resources: Food, Luxury, Health, Education, Influence
  • Types of Workers: Middle Class Worker (Unskilled, Skilled, Any Skilled), Working Class Worker (Unskilled, Skilled, Any Skilled), Any Class Worker
  • Other Symbols: Population (Working/Middle), Prosperity (Working/Middle), Company (Public, Capitalist, Middle-class), Machinery, Victory Point, Maximum Allowable Wage, Tax Multiplier
Card Anatomy - Companies and Action Cards
Card Anatomy – Companies and Action Cards

Companies & Action Cards Anatomy

Company Cards

Represent Companies built to produce goods and services. Each indicates required Workers, produced resources, and Wages paid.

  • Industries: Green (Agricultural), Blue (Luxury), Red (Healthcare), Orange (Education), Purple (Media).
  • Capitalist & Public Companies: Feature Company Name, Cost, Starting Company indicators (by player count), Required Workers (color indicates required skill), Goods/Services produced, Machinery Production Bonus icon, and Level 1–3 Wages.
  • Middle-Class Companies: Come in two types: run solely by Middle-Class workers, or with a Working-Class employee slot (with employee bonus and wage indicator).
  • Cooperative Farm: Special company built only by Working Class via action cards. Requires 3 unskilled workers, produces 2 Food. Private company not placed on the board.
  • Automated Companies: Always operational without workers or wages.

Action Cards

  • Played for their effect as a Main Action or discarded for a Basic Action.
  • Elements include Title, Illustration, Requirement (e.g. active policy), Effect, Role Indicator, and Legitimacy Change (in 4-player games).
Additional Components Anatomy
Additional Components Anatomy

Other Decks & Tiles Anatomy

  • Export Cards: Display 8 available foreign transactions. A new card is revealed each round.
  • Political Agenda Cards: Drawn by the State in 4-player games; award end-of-round VP based on matching policies.
  • Immigration Cards: Reveal skilled/unskilled immigrants entering each round.
  • Event Cards: 4-player events that require State intervention, offering choices, rewards, or penalties if ignored.
  • Business Deal Cards: Allow Capitalists to buy bulk Food/Luxury from foreign markets.
  • Storages: Increase storage capacity on player boards. The Capitalist begins with a special Free Trade Zone tile (exempt from tariffs, but goods can only be exported).
Main Game Board Layout
Main Game Board Layout

Main Board Anatomy

  • Politics Table: Tracks Policies 1–7 across sections A, B, and C (Socialism/Nationalism to Neoliberalism/Globalism).
  • Tax Multiplier: Tracks multiplier used for Capitalist and Middle Class taxation.
  • Vote Results: Spaces to organize votes (In Favor vs. Against).
  • Events & State Benefits: Areas for active Event cards and State-provided aids (4-player).
  • Public Services: Displays State-produced Health, Education, and Influence.
  • Public & Private Sectors: Columns for Public Companies and player-built Private Companies.
  • State Treasury: Holds State funds.
  • Import, Export, & Business Deals: Foreign trade zones and markets.
  • Unemployed Workers & Immigration: Pool for unemployed meeples and immigration deck.
Player Boards Anatomy
Player Boards Anatomy

Player Boards Anatomy

  • Working-class Board: Population Track, Prosperity Track, Trade Unions spaces, Income, Goods & Services area.
  • Middle-class Board: Population Track, Prosperity Track, Storage Areas (with price markers), Income, Goods & Services area.
  • Capitalist-class Board: Revenue area, Capital area, Wealth Scoring Table, Storage Areas (with price markers).
  • The State Board: Legitimacy Tracks (for Working, Middle, and Capitalist classes), Personal Influence Storage, Food & Luxury Storage.

Setup

Game Setup Overview

Player Roles by count: 2 players (Capitalist & Working-class), 3 players (Capitalist, Working-class, Middle-class), 4 players (all roles).

Complete Game Setup Diagram
Complete Game Setup Diagram

Main Board Setup

  1. Place board in table center.
  2. Place 4 starting Capitalist Companies (Farm, Factory, University, Hospital) on the Private Sector with markers on L2 Wages.
  3. Setup Public Sector: place 3 starting Public Companies corresponding to player count (column 1, L2 Wage); place remaining Public Companies face-down in columns 2 and 3.
  4. (3-4 players) Place Small Farm and Clinic in Middle-class Private Sector with L2 Wage markers.
  5. Shuffle and place Business Deals deck (reveal 1 card), Export deck (reveal 1 card, place marker on middle Import space), and Immigration deck.
  6. Set Policy markers on Politics table: 1B, 2B, 3B, 4B, 5B, 6B, 7B.
  7. Place State Treasury funds: 120 coins (2 players) or 140 coins (3-4 players).
  8. Stock Public Services: 2 players: 5 Health, 5 Education, 3 Influence; 3-4 players: 6 Health, 6 Education, 4 Influence.
  9. Set Round marker on round 1; Tax Multiplier marker on 5.
  10. Set scoring markers on space 0.
  11. Place 6 Voting cubes of each of the 3 colors into the cloth bag (even in 2-player games). Place remaining cubes in 3 separate piles.
  12. Stock tokens: Resources, Coins, Machinery, Loans, Storages, Strikes, Demonstrations, Legitimacy, and Markers.
  13. Place Workers grouped by color and type near the board.

Player Role Setups

Working Class Setup

  • Place Player Board; set Population marker at 10 and Prosperity at 0.
  • Gain 30 coins, 1 Influence, and 3 red Bill markers.
  • Shuffle Action deck and draw 8 cards. Set 2 Cooperative Farm cards aside.
  • Place starting Workers on Companies (standing): 2-player: Farm (green+gray), Factory (blue+gray), Public Hospital (white+gray), Public University (yellow+gray); 3/4-player: Farm (green+gray), University (yellow+gray), Public Hospital (white+2 gray).
  • Place 1 unskilled Worker (gray) plus workers from drawn Immigration cards (1 card in 2-player, 2 cards in 3/4-player) into Unemployed Workers area, then adjust Population accordingly.

Capitalist Class Setup

  • Place Player Board; place 120 coins in Revenue; place Wealth marker at start.
  • Gain 1 Food, 2 Luxury, 2 Education, 1 Influence. Set prices: Food at 11, others at 8.
  • Take Free Trade Zone tile and 3 blue Bill markers.
  • Shuffle Action deck and draw 8 cards. Shuffle Company deck and reveal 4 face-up as Market.

Middle Class Setup (3-4 players)

  • Place Player Board; set Population marker at 10 and Prosperity at 0.
  • Gain 40 coins, 1 Influence, and 3 yellow Bill markers.
  • Gain 1 Food, 1 Luxury, 1 Health. Set prices: Food at 11, others at 8.
  • Shuffle Action deck and draw 8 cards. Reveal 3 Companies as Market.
  • Place starting Workers: Public University (yellow+2 gray), Factory (blue+gray), Small Farm (green), Clinic (white).
  • Place 1 chosen skilled Worker plus workers from 2 drawn Immigration cards into Unemployed area; adjust Population.

State Setup (4 players)

  • Place Player Board; set Legitimacy markers on space 2 for all 3 classes.
  • Gain 1 Influence and 3 gray Bill markers.
  • Shuffle Action deck and draw 8 cards.
  • Shuffle Event cards; place 2 face-up on board. Reveal 1 Political Agenda card.
  • Place Health Welfare Tile (4.B side up) in Public Services; place Education Welfare Tile nearby.

How to Play

Round Structure

The game lasts 5 Rounds. Each round contains 5 phases:

  1. Preparation Phase (skipped in Round 1)
  2. Action Phase
  3. Production Phase
  4. Elections Phase
  5. Scoring Phase

Endgame scoring occurs after Round 5. Most Victory Points (VP) wins.

1. Preparation Phase

Advance the Round marker. Players perform role-specific setup steps in order according to the General Player Aid.

2. Action Phase

Turn order: 1. Working-class → 2. Middle-class → 3. Capitalist-class → 4. State. Each player takes 6 turns (playing 6 cards, leaving 2 in hand for next round). On each turn, a player performs:

  • Main Action: Play a card for its effect (if policy requirements are met), OR discard a card to perform a Basic Action.
  • Free Action: Perform up to 1 Free Action before or after the Main Action.
  • Legitimacy Changes (4-player): Applying card effects modifies State Legitimacy if indicated on the card.

3. Production Phase

Player order is reversed: State → Capitalist → Middle-class → Working-class. Steps:

  1. Produce Goods and Services: Pay listed Wages to workers, then gain produced goods/services into storages.
  2. Cover Needs: Middle-class and Working-class must consume Food equal to Population (purchasing missing Food).
  3. Pay Taxes: Pay taxes to the State Treasury based on Policy #3.

4. Elections Phase

Skipped if no Bills were proposed. Steps:

  1. Refill Bag: Working-class adds cubes equal to Population; Capitalist adds cubes equal to Operational Companies; Middle-class adds cubes equal to the higher of Population or Operational Companies (in 2-player, always add 5 Middle-class cubes). The State gains Personal Influence based on lowest Legitimacy.
  2. Carry Out Elections: Resolve proposed Bills in order (Policy 1 to 7). Players state In Favor or Against. Draw 5 cubes from bag (each = 1 vote). Players secretly commit Personal Influence as additional votes. If In Favor ≥ Against, the Bill passes (proposer gains 3 VP; supporting voters gain 1 VP). Winners’ cubes and all spent influence are discarded; losing cubes return to the bag.

5. Scoring Phase

Players score round VP according to their class rules, and the State applies penalties for unaddressed Events.

Game End & Final Scoring

At the end of round 5, players may pay off Loans (cost 55 coins each; each unpaid 5 coins loses 1 VP). Final points are added based on Politics and player board states. Ties are broken by matching policies, State victory, or voting cubes.


Politics, Elections & Policies

Politics Table Policies Breakdown
Politics Table Policies Breakdown

Politics Table Details

  • Policy 1: Fiscal Policy: Controls Public Sector size and IMF loan threshold. Section A: 9 Public Companies (IMF triggers on 2nd loan). Section B: 6 Public Companies (IMF triggers on 2nd loan). Section C: 3 Public Companies (IMF triggers on 1st loan).
  • Policy 2: Labor Market: Sets minimum wage. Section A: Level 3 only. Section B: Level 2 or 3. Section C: Levels 1, 2, or 3 allowed.
  • Policy 3: Taxation: Sets base Tax Multiplier and corporate tax rates. Section A: Base 3 (welfare modifiers doubled). Section B: Base 2 (welfare modifiers standard). Section C: Base 1 (welfare modifiers ignored).
  • Policy 4: Healthcare & Benefits: Section A: Free health (+2 multiplier). Section B: 5 coins (+1 multiplier). Section C: 10 coins (+0 multiplier).
  • Policy 5: Education: Section A: Free education (+2 multiplier). Section B: 5 coins (+1 multiplier). Section C: 10 coins (+0 multiplier).
  • Policy 6: Foreign Trade: Section A: Food tariff 10, Luxury tariff 6, 0 Business Deals. Section B: Food tariff 5, Luxury tariff 3, 1 Business Deal. Section C: No tariffs, 2 Business Deals.
  • Policy 7: Immigration: Section A: 0 bonus immigrants. Section B: 1 bonus immigrant card. Section C: 2 bonus immigrant cards.
Election Procedure Diagram
Election Procedure Diagram

Election Procedure & Resolution

  1. Declare Positions: Proposer is In Favor by default. Other players state In Favor or Against in turn order.
  2. Draw Cubes: Draw 5 Voting Cubes from the cloth bag. Place on In Favor or Against according to player alignment.
  3. Spend Influence: Players secretly place Influence in closed fist, then simultaneously reveal. Each Influence = 1 vote.
  4. Resolve: In Favor ≥ Against passes the bill. Ties go to the proposer. Proposer scores 3 VP; supporters who contributed at least 1 vote/influence score 1 VP. Winning cubes and all spent influence are discarded; losing cubes return to the bag.

Working Class Rules

Preparation Phase

  1. Pay 5 coins interest per Loan.
  2. Stand all committed Workers.
  3. Drop Prosperity by 1 space (never below 0; no VP lost).
  4. Draw 6 Action cards (to hand of 8).
  5. Add 2 unskilled Workers to Unemployed area, plus workers from Immigration Policy #7 (0 if A, 1 card if B, 2 cards if C), then advance Population track.

Actions

Basic Actions

  • Propose Bill: Place Bill marker on an adjacent policy section without existing markers. Optionally spend 1 Influence to trigger an Immediate Vote. Maximum 3 proposed bills per round.
  • Assign Workers: Place up to 3 workers onto vacant company slots (must fill all company slots to make it operational). Workers become committed (laid sideways).
  • Assign to Trade Unions: Place a worker on a Trade Union space if you have at least 4 other workers in companies of that industry. Provides 1 Influence and 2 VP each round.
  • Buy Goods & Services: Buy one resource type from up to 2 sources, up to your Population quantity per source.
  • Strike: Place a Strike token on up to 2 companies with your workers (excluding committed workers, Level 3 wage companies, or unplayed State public companies). Halts production if wages are not increased to Level 3.
  • Demonstration: If unemployed workers exceed available job slots by 2+, place Demonstration token. If unresolved by Production phase, other players lose VP equal to your unemployed workers plus Trade Unions.
  • Apply Political Pressure: Add 3 Voting Cubes to the bag.
  • Receive Benefits (4-player): Collect resources/money from State Benefits area (awards State 2 VP).

Free Actions

  • Use Healthcare: Spend Health equal to Population → +1 Prosperity, +2 bonus VP, add 1 unskilled Worker to Unemployed.
  • Use Education: Spend Education equal to Population → +1 Prosperity, upgrade 1 worker to skilled.
  • Use Luxury: Spend Luxury equal to Population → +1 Prosperity.
  • Swap Workers: Swap an employed skilled worker in an unskilled slot with an unemployed worker.
  • Pay Off Loan: Spend 50 coins to discard a Loan.

Production, Taxes & Scoring

  • Produce: Gain wages from employers; Cooperative Farms produce 2 Food each; gain 1 Influence per Trade Union.
  • Cover Needs: Spend Food equal to Population.
  • Pay Taxes: Pay Income Tax per Population based on Labor Policy #2 and Taxation Policy #3:
    • Labor 2A: Tax 3A = $7, 3B = $6, 3C = $5
    • Labor 2B: Tax 3A = $4, 3B = $4, 3C = $4
    • Labor 2C: Tax 3A = $1, 3B = $2, 3C = $3
  • Scoring Phase: Gain 2 VP per Trade Union.
  • Game End VP: Socialist Policies (1-5 in Section A): 1=1VP, 2=4VP, 3=8VP, 4=12VP, 5=18VP. Plus 1 VP per 10 coins.

Capitalist Class Rules

Revenue & Capital Management

Revenue & Capital: New money and operational expenses are handled in Revenue. Properly taxed savings go to Capital. Paying costs draws from Revenue first, then Capital.

Preparation Phase

  1. Pay 5 coins interest per Loan from Capital.
  2. Draw 6 Action cards (to hand of 8).
  3. Discard any Market companies and redraw up to 4.
  4. Draw Business Deals (0 if Policy 6A, 1 if 6B, 2 if 6C) and 1 new Export card.

Actions

Basic Actions

  • Propose Bill: Propose an adjacent policy change; optional Immediate Vote for 1 Influence.
  • Build Company: Pay cost from Revenue to build a company in Private Sector. Set Wage (respecting Policy #2). If available, fill all slots with unemployed workers from one class (committed). Maximum 12 companies.
  • Sell Company: Discard company without committed workers, return workers to Unemployed, regain cost into Revenue.
  • Sell to Foreign Market: Execute transactions on active Export card using stored goods/services.
  • Make Business Deal: Purchase bulk goods. Store in regular storage (must pay tariffs to State) or Free Trade Zone (no tariffs, export only).
  • Lobby: Spend 30 coins from Capital to gain 3 Influence.
  • Apply Political Pressure: Add 3 Voting Cubes to the bag.
  • Receive Benefits (4-player): Take benefits from State Benefits area (State gains 2 VP).

Free Actions

  • Adjust Prices: Adjust selling price markers for goods/services.
  • Adjust Wages: Adjust wage levels on companies (respecting minimum wage).
  • Give Bonus: Pay 5 coins to commit workers in one operational company.
  • Buy Storage: Pay 20 coins to attach a Storage tile to a resource track.
  • Pay Off Loan: Spend 50 coins from Capital to discard a Loan.
  • Machinery Tokens: Can be attached to eligible companies to boost production without extra wages.

Production, Taxes & Scoring

  • Produce: Pay wages, store goods (storage limit: Food 6, others 12; excess to Free Trade Zone if applicable).
  • Cover Needs: Receive income from players purchasing Food.
  • Pay Taxes:
    • Employment Tax: Operational Companies × Tax Multiplier.
    • Corporate Tax: Based on Revenue and Taxation Policy #3:
      • $5–9: 3A=$1, 3B=$2, 3C=$2
      • $10–24: 3A=$5, 3B=$5, 3C=$4
      • $25–49: 3A=$12, 3B=$10, 3C=$7
      • $50–99: 3A=$24, 3B=$15, 3C=$10
      • $100–199: 3A=$40, 3B=$30, 3C=$20
      • $200–299: 3A=$100, 3B=$70, 3C=$40
      • $300+: 3A=$160, 3B=$120, 3C=$60
  • Scoring Phase: Transfer Revenue to Capital. Score VP based on total Capital on Wealth table, plus 2 VP per space the Wealth marker advances rightward.
  • Game End VP: Neoliberal Policies (1-5 in Section C): 1=1VP, 2=4VP, 3=8VP, 4=12VP, 5=18VP. Plus 1 VP per 2 Food / 3 Luxury / 3 Health / 3 Education in storage.

Middle Class Rules

Preparation Phase

  1. Pay 5 coins interest per Loan.
  2. Stand all committed Workers.
  3. Drop Prosperity by 2 spaces.
  4. Draw 6 Action cards (to hand of 8).
  5. Refresh Market companies up to 3.
  6. Add 1 skilled Worker to Unemployed, plus workers from Immigration Policy #7 (0 if A, 1 card if B, 2 cards if C), then advance Population track.

Actions

Basic Actions

  • Propose Bill: Place Bill marker on adjacent policy section; optional Immediate Vote for 1 Influence.
  • Assign Workers: Assign up to 3 workers to available companies.
  • Build Company: Build company requiring 1 or 2 Middle-class workers (and optional Working-class employee). Set wage and assign available employee if desired. Maximum 8 companies.
  • Sell Company: Discard company without committed workers; workers become unemployed; gain cost in coins.
  • Sell to Foreign Market: Fulfill transactions on Export card from storages; score 1 VP per transaction.
  • Buy Goods & Services: Buy one resource type from up to 2 sources (including buying from own storage without paying coins). Limit = Population per source.
  • Extra Shift: Commit workers in one company to produce immediately (paying employee wage if applicable).
  • Apply Political Pressure: Add 3 Voting Cubes to the bag.
  • Receive Benefits (4-player): Collect State Benefits (State gains 2 VP).

Free Actions

  • Use Healthcare: Spend Health equal to Population → +1 Prosperity, +2 bonus VP, add 1 unskilled Worker to Unemployed.
  • Use Education: Spend Education equal to Population → +1 Prosperity, upgrade 1 worker to skilled.
  • Use Luxury: Spend Luxury equal to Population → +1 Prosperity.
  • Adjust Prices & Adjust Wages: Adjust selling prices and wages.
  • Swap Workers: Reorganize employed skilled workers in unskilled slots.
  • Pay Off Loan: Spend 50 coins to discard a Loan.

Production, Taxes & Scoring

  • Produce: Collect wages for workers in other companies; own companies produce (pay wages to Working-class employees). Storage limit is 8 per resource.
  • Cover Needs: Consume Food equal to Population (using own storage first).
  • Pay Taxes:
    • Income Tax: Number of external companies with workers × Income Tax rate (per Policy 2 & 3 table).
    • Employment Tax: Operational Companies × Tax Multiplier.
  • Scoring Phase: If Prosperity is lower than fully operational companies (companies with 2 workers), gain 1 Prosperity for free.
  • Game End VP: Section B Policies (1-5 in Section B): 1=1VP, 2=4VP, 3=8VP, 4=12VP, 5=18VP. Plus 1 VP per 2 Food / 3 Luxury / 3 Health / 3 Education in storage; plus 1 VP per 15 coins.

The State Rules (4-Player Game)

Preparation Phase

  1. Pay 5 coins interest per Loan from Treasury.
  2. Reveal 2 new Event cards.
  3. Reveal 1 new Political Agenda card.
  4. Draw 6 Action cards (to hand of 8).

Welfare Services & Legitimacy

  • If Welfare Policy 4/5 is at B (cost 5 coins), State gains 1 VP each time Health/Education is sold.
  • If Welfare Policy 4/5 is at A (free), State gains 1 Legitimacy in buyer’s class per 3 resources provided.
  • Whenever a player uses Receive Benefits, State gains 2 VP.

Actions

Basic Actions

  • Propose Bill: Propose adjacent policy; optional Immediate Vote for 1 Influence.
  • Event Action: Resolve an active Event by choosing an option. Provide resources/money to State Benefits areas (buying required resources if needed) or spend resources. Gain event rewards.
  • Sell to Foreign Market: Sell stored goods to Foreign Market.
  • Meet with a Party’s MPs: Transfer 2 Personal Influence to a player → advance that player’s Legitimacy by 1.
  • Extra Tax: Collect 10 coins from each player; suffer -1 Legitimacy in the two classes with lowest Legitimacy.
  • Campaign: Convert up to 3 Media Influence from Public Services into Personal Influence.

Free Actions

  • Adjust Wages: Adjust wages in Public Companies.
  • Pay Off Loan: Spend 50 coins from Treasury to discard a Loan.

Elections, Scoring & Game End

  • Refill Bag: Gain Personal Influence equal to the value shown above the lowest Legitimacy track.
  • Carry Out Elections: Spend Personal Influence as votes. Must declare preference in all elections if holding influence.
  • Scoring Phase: Apply penalties for unaddressed Events. Gain VP equal to sum of the two lowest Legitimacy values, then reduce all 3 Legitimacy tracks to half (rounded up), then add +1 per permanent Legitimacy token. Score 1 VP per matching policy on Political Agenda card.
  • Game End VP: 1 VP per 3 Food / 4 Luxury / 4 Health / 4 Education in storage. 1 VP per 30 coins in Treasury.

Additional Rules & Special Mechanisms

Loans

  • Taken only when forced to pay mandatory costs without sufficient funds.
  • Gain 50 coins per Loan card. Pay 5 coins interest during each Preparation phase.
  • Repaid via Free Action for 50 coins, or at game end for 55 coins (unpaid deficit costs 1 VP per 5 coins).
  • In 2-3 player games, the State takes loans if Treasury is empty.

IMF Intervention

Occurs immediately when the State exceeds permitted loans:

  1. All proposed Bills are discarded (players gain 1 Influence per discarded bill).
  2. Policies change to IMF austerity settings: Fiscal Policy to C (excess Public Companies closed and sold for 20 each), Labor Market to C (wages drop to L1), Taxation to A, Healthcare to B, Education to C, Foreign Trade to B.
  3. State uses all available Treasury funds to pay off as many loans as possible, discarding remainder.
  4. State Legitimacy markers are halved (rounded up).
Politics Board Before and After IMF Intervention
Politics Board Before and After IMF Intervention

Component Limitations

  • Limited by physical supply of voting cubes, influence tokens, and worker meeples.
  • If skilled workers of an industry are depleted, unskilled workers cannot be trained in that industry. If unskilled immigrants are depleted, gain skilled workers instead.

FAQ & Clarifications

Card-Related FAQ

  • Proposing 2 Bills simultaneously: Each bill is separate. Spending Influence for an Immediate Vote costs 1 Influence per bill.
  • Half-Price Health/Education: Half-price applies to total sum (rounded up). The State still earns 1 VP if original base price was 5.
  • Cooperative Farms: Workers committed in round built; can be reassigned in subsequent rounds. Workers count toward the 4 workers required for an Agricultural Trade Union.
  • Company on Strike: Can be sold as long as workers are not committed.
  • Revenue vs. Capital for Events: Capitalist receives or pays event money through Revenue unless specified.
  • Privatization Card: If a public company is sold, the available public companies for the rest of the game are permanently reduced by 1.
  • Voting Cubes from Events: Added directly into the voting bag, not placed in State Benefits.